Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 10-12-2011 , 02:52 PM
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How to make a low poly wheel rim

Hi pros,

Need to build a low poly rim with polygons (No nurbs etc.).
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I have no clue how to do this. Somebody that know a good tutorial or video tutorial?

Many thanks in advance!

KR;Lecra

# 2 10-12-2011 , 03:08 PM
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Just put "maya wheel rim tutorial" in google, there are loads............dave




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# 3 10-12-2011 , 03:41 PM
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@daverave,

I did before I wrote this thread! All those tutorials are producing rim's with over 80'000 polys! The reason of my threads was to ask for a low poly version as the game engine I use cannot manage x-thousands of polygons.

KR;Lecra

# 4 10-12-2011 , 03:55 PM
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Does the game engine you are using support bump maps if so use a bump map and texture..........dave




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# 5 10-12-2011 , 06:25 PM
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This is extremely low poly but you can adjust it depending on what you want..

Start with cilinder

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Just use polygon pipe, you can adjust its roundness in channel box by changing 'subdivision axis'.. then right click on the mesh > choose faces > delete the faces on the bottom and inside of the pipe.. The rest you do with extruding edges(4). Left click on mesh > select edges. Double clik on an edge to select the edges all the way around. Then click extrude and either 'w' or 'r' depending if you want to move the edge along the axis or scale it up or down. Click 'q' (exit tool), then 'g' (re-choose last tool) and keep going..


Last edited by nov2011; 10-12-2011 at 06:30 PM.
# 6 10-12-2011 , 07:37 PM
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Build it like all the other tutorials, with revolving a NURBS curve, then when converting it over to polygons, change the number of spans to be lower. Done.


Imagination is more important than knowledge.
# 7 11-12-2011 , 09:29 AM
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Hey nov2011,

That's a very good way you described! I will try it instantly!

Many thanks to you all for your answers.


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